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Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 05-03-2004 02:47
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T105 - 470 bc Increase Your PM Length

Setting up way in advance, while things are fresh in my mind...

City builds:

Izzardia builds worker. Arrange WF for +5fpt, start horseman.

Silesia builds horseman, begin another.

New Plymouth builds galley. Begin another (for now, we may or may not wish to rush another out).

Worker actions:

1) Cov3 road.
2) Worker @ CoS8 irrigates.
3) Worker @ BC9 moves to plains tile (BC77?).
4) Izz103 roads.
5) Izz104 continues towards Silesia33.
6) Izz105 (new) sent towards Coventry1.
7) Catdrill roads.

Unit moves:

1) Galleys move 112 and 224 respectively. Units onboard awake and move 4, onto Orangutan3.

2) Settler founds a new city on the ruins of Mandril.

3) 1 horse from the group south of the new city moves 1, to scout a bit. Depending on what he sees, the following may or may not take place:

4) Units in new city, aside from 1 veteran warrior which fortifies, move 22 (via road).

5) Wounded horseman into new city, ends turn.

6) Horsemen south of city move 2 (and are now most likely blocked by Pythonian forces). Maybe move 26 if that tile is open and safe.

If the scout horse that moves 1 sights any Monkey units (doubtful), we deal with that as appropriate.

7) Other settler moves 24 on his way to the west coast.

8) FP battlegroup moves 1 (I'd move a warrior first, just on the odd chance there happen to be 16 barb horse stacked adjacent to that tile. That way, if it is the worse-case, we can avoid throwing FP away).

9) If the FP battlegroup shows it is safe, the scout moves 42.

10) Galley in New Plymouth sails south.

11) Regular archer in the south continues southward, as does the spearman down there.

12) Vet warriors... I dunno. The 2 in the east take up position in or around Coventry and Burundy. The other 3... well, I guess 1 goes to N. Plymouth in case we pull the regular in NP to go on a galley sailing west. The other 2 can hang out in or near BC, and as we build more western cities, they may be needed.

13) Vet warriors in Corinth... 1 should move over to Plymouth - actually the horsehill at Plymouth8. The other should either find something useful to do or disband.

Diplo:

Polytheism to Python.


-Arrian

Last edited by Arrian on 08-03-2004 at 01:29

Arrian is offline Arrian
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Jul 2001
time: 00:34
  Old Post 08-03-2004 01:31
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Opening the turn now...

Arrian is offline Arrian
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Jul 2001
time: 00:34
  Old Post 08-03-2004 01:34
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Avatar Enlargement: We've got the solution

Python offers World Map and Construction. Accepted.
Sent back Polytheism & WM accepted.

Gluttons offer contact with MAST & SS. I exit out.

Izzardia builds worker. Arrange WF for +5fpt, start horseman.

Silesia builds horseman, begin another.

New Plymouth builds galley. Begin another.

-Arrian

Arrian is offline Arrian
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Jul 2001
time: 00:34
  Old Post 08-03-2004 01:35
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Lose 30 kilos (of popups)

Oh my. Tabemono galley at New Plymouth 12.

Screenshot coming.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-03-2004 01:41
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http://apolyton.net/upload/view.php?file=10585_CoD470BC.jpg


Monkey also has a warrior 11 of the Frumpy and Dumpy, so they've been sighted.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-03-2004 01:45
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Landing at Orangutan3 complete. Screenshot of the situation:

http://apolyton.net/upload/view.php?file=10585_Orangutan3landing.jpg

Numidians, lots of 'em.

-Arrian

Arrian is offline Arrian
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  Old Post 08-03-2004 01:51
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Worker actions:

Catdril roads.
Worker @ BC9 (Jerry Dorsey)moves to plains tile (BC77).
Izz103 roads, road complete.
Coventry 3 road.
Izz104 reaches Silesia33.
Izz105 (new) sent towards Coventry1.
NW4 (CoS8) irrigates.

-Arrian
7) Catdrill roads.

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-03-2004 02:02
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FP battlegroup moves 1.
Scout moves 42, sights Python warrior to its south.

Cheeky Monkey founded on ruins of Mandril. WF to roaded grassland 2 of the city, set to build worker.

Hmm, tech. Engineering selected. OUCH. At 40% science, we're losing 1gpt, Eng in 17. I can speed it to 14 turns, but then we're losing 15gpt. I think I'll go with that - 50% science rate - for now.

We should finalize a deal with Python to fund 1/2 our research costs. I'll PM Octavian soon.

More troop movement:

I move a horseman 1 to scout, and discover 3 barbarian horsemen 2 of that position.

I decide against attacking them, lest there be more barb horse out of sight to the west, that might counterattack.

I move the slowmovers in Cheeky Monkey 22 (putting them 9 of the 3 barb horse), and the scouting horse joins them there. The other 4 horsemen move 26, into the hills.

Our regular archer and vet spearmen to the east both move south.

Hurt horseman moves into Cheeky Monkey and fortifies.

This leaves 1 move left: the newly rushed galley.

Do we sail south, or west?

If we go south, we can stay *barely* ahead of the Tabemono galley. Our chances of intercepting a Monkey galley and preventing contact are rather low, given that Monkey moves before us. It's possible, just not all that likely, considering that not only do we need to sight them first but also that we must sink them in 1-on-1 combat.

I'm thinking we should sail west, but if anyone else is around, I'd like to hear their thoughts. I'll hold off on making the move for a little bit.

I'm going to load the regular warrior onto the galley, though.

-Arrian

-Arrian

Arrian is offline Arrian
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  Old Post 08-03-2004 02:03
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Oh, and I decided to send 1 warrior in Corinth eastward. I'd like him fortified on the horsehill north of Plymouth.

-Arrian

Arrian is offline Arrian
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  Old Post 08-03-2004 02:08
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Southern front after moves:

http://apolyton.net/upload/view.php?file=10585_470BCsouthernfront.jpg

I moved 1 vet warrior out into the jungle 11 of CM, both to scout in that direction and as possible barb horse bait. If the horsemen attack our stack or python's, they are toast. If they attack our warrior, they might take him down, but most likely he will take a couple with him. If they move to CM2, our horse will take them out.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-03-2004 02:22
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Avatar Enlargement: We've got the solution

Hmm, the HMS Queen Victoria can get in front of the Tabemono galley on our turn, but then they can leapfrog past us on theirs.

Turn order: Monkey -> LL -> CoD -> Tabemono.

Given that, I don't think the QV can possibly prevent contact between the two teams if Monkey has a galley sailing north.

The best we can do is get 2 moves in front of the Tabemono galley on our turn. The only hope would be to sink the Monkey galley on our turn, with Tabemono never seeing it.

I'm pretty sure we should sail west. Cort? MS? Anyone else? What do you think?

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 08-03-2004 02:32
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Heh, sent Republic unaccepted to Tabemono.

-Arrian

Arrian is offline Arrian
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  Old Post 08-03-2004 02:36
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I'm sure I'm doing the right thing here, galley sent 447.

Sea lane sighted. Moving 447 again next turn should put us in coastal waters off LL's east coast.

Turn complete, sending.

-Arrian

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 08-03-2004 08:38 Visit FrustratedPoet's homepage!
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quote:
Originally posted by Arrian
FP battlegroup


I like the sound of that.

It's very interesting to watch this thing unfold, guys. I'm only sorry that I can't be of more practical help.

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 08-03-2004 14:17
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Sorry, I wasn't around yesterday, and in fact I didn't recieve the save. Sailing west is probably best - we were unlikely to be able to meet and deal with a monkey galley before Tabemono find them.

Interestingto see what monkey do with the pillage team. Block it, probably.

Mountain Sage is offline Mountain Sage
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Feb 2003
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  Old Post 08-03-2004 15:37
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quote:
Originally posted by Cort Haus
Sorry, I wasn't around yesterday, and in fact I didn't recieve the save. Sailing west is probably best - we were unlikely to be able to meet and deal with a monkey galley before Tabemono find them.



sorry, mee too.
And agree with Cort

Arrian is offline Arrian
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  Old Post 08-03-2004 19:06
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I'm glad you guys agree

-Arrian

Arrian is offline Arrian
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  Old Post 08-03-2004 19:10
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Oh, and w/regard to the Orangutan landing force... if we can get to the forest tile south of their current position we will be in good shape, I think (this is assuming they continue to block their roaded grassland tiles with Numidians). From there, we've got 1-move access to a lot of pillageable tiles. They will have to use a lot of units to block us.

Meanwhile, Python closes in on them from the north.

My only worry is that they might be smart enough to have some catapults available to ping our spears down. We shall see.

-Arrian

Mountain Sage is offline Mountain Sage
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Feb 2003
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  Old Post 09-03-2004 16:44
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quote:
Originally posted by Arrian
My only worry is that they might be smart enough to have some catapults available to ping our spears down. We shall see.
-Arrian


Monkeys, smart?

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 09-03-2004 17:49
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They've got Dominae working for them now, so we can expect Able Apes and Smart Simians.

Arrian is offline Arrian
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Jul 2001
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  Old Post 09-03-2004 18:53
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Indeed. Dom knows the power of catapults well. Though in such a desperate situation, all production may be going into Numids. Cats are great for reducing casualties when you have relative numerical parity. But if you're seriously outnumbered & outgunned... priority may be on pumping combat troops.

-Arrian

Mountain Sage is offline Mountain Sage
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Feb 2003
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  Old Post 10-03-2004 17:09
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Ah, I forgot their newest Mercenary...

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